diff options
Diffstat (limited to 'indra/newview/app_settings')
9 files changed, 217 insertions, 81 deletions
diff --git a/indra/newview/app_settings/keywords.ini b/indra/newview/app_settings/keywords.ini index 263b73ba23..0805e94b10 100644 --- a/indra/newview/app_settings/keywords.ini +++ b/indra/newview/app_settings/keywords.ini @@ -497,7 +497,6 @@ PARCEL_DETAILS_DESC Used with llGetParcelDetails to get the parcel description. PARCEL_DETAILS_OWNER Used with llGetParcelDetails to get the parcel owner id. PARCEL_DETAILS_GROUP Used with llGetParcelDetails to get the parcel group id. PARCEL_DETAILS_AREA Used with llGetParcelDetails to get the parcel area in square meters. -PARCEL_DETAILS_ID Used with llGetParcelDetails to get the parcel id. STRING_TRIM_HEAD Used with llStringTrim to trim leading spaces from a string. STRING_TRIM_TAIL Used with llStringTrim to trim trailing spaces from a string. diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index c570578e63..43e7f1c06c 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -4,13 +4,14 @@ <key>AFKTimeout</key> <map> <key>Comment</key> - <string>Time before automatically setting AFK (away from keyboard) mode (seconds, 0=never)</string> + <string>Time before automatically setting AFK (away from keyboard) mode (seconds, 0=never). + Valid values are: 0, 120, 300, 600, 1800</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>S32</string> <key>Value</key> - <real>0</real> + <real>300</real> </map> <key>AdvanceSnapshot</key> <map> @@ -5395,6 +5396,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>ParticipantListShowIcons</key> + <map> + <key>Comment</key> + <string>Show/hide people icons in participant list</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>PerAccountSettingsFile</key> <map> <key>Comment</key> @@ -6469,6 +6481,52 @@ <real>0.01</real> </map> + <key>RenderShadowBiasError</key> + <map> + <key>Comment</key> + <string>Error scale for shadow bias (based on altitude).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0</real> + </map> + <key>RenderShadowOffsetError</key> + <map> + <key>Comment</key> + <string>Error scale for shadow offset (based on altitude).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0</real> + </map> + + <key>RenderSpotShadowBias</key> + <map> + <key>Comment</key> + <string>Bias value for shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>-0.0005</real> + </map> + <key>RenderSpotShadowOffset</key> + <map> + <key>Comment</key> + <string>Offset value for shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.01</real> + </map> + <key>RenderShadowResolutionScale</key> <map> <key>Comment</key> @@ -6481,8 +6539,6 @@ <real>1.0</real> </map> - - <key>RenderDeferredTreeShadowBias</key> <map> <key>Comment</key> @@ -7430,7 +7486,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> <key>RenderUIBuffer</key> <map> @@ -8524,17 +8580,6 @@ <key>Value</key> <integer>0</integer> </map> - <key>ShowVoiceChannelPopup</key> - <map> - <key>Comment</key> - <string>Controls visibility of the current voice channel popup above the voice tab</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> <key>ShowVoiceVisualizersInCalls</key> <map> <key>Comment</key> @@ -8546,17 +8591,6 @@ <key>Value</key> <integer>0</integer> </map> - <key>ShowVolumeSettingsPopup</key> - <map> - <key>Comment</key> - <string>Show individual volume slider for voice, sound effects, etc</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> <key>SkinCurrent</key> <map> <key>Comment</key> @@ -10635,6 +10669,28 @@ <key>Value</key> <real>50.0</real> </map> + <key>WellIconFlashCount</key> + <map> + <key>Comment</key> + <string>Number of flashes of IM Well and Notification Well icons after which flashing buttons stay lit up. Requires restart.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>3</integer> + </map> + <key>WellIconFlashPeriod</key> + <map> + <key>Comment</key> + <string>Period at which IM Well and Notification Well icons flash (seconds). Requires restart.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.25</real> + </map> <key>WindLightUseAtmosShaders</key> <map> <key>Comment</key> @@ -10921,5 +10977,55 @@ <key>Value</key> <integer>1</integer> </map> + + <!-- Settings below are for back compatibility only. + They are not used in current viewer anymore. But they can't be removed to avoid + influence on previous versions of the viewer in case of settings are not used or default value + should be changed. See also EXT-6661. --> + <!-- 1.23 settings --> + <key>ShowVoiceChannelPopup</key> + <map> + <key>Comment</key> + <string>Controls visibility of the current voice channel popup above the voice tab</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>ShowVolumeSettingsPopup</key> + <map> + <key>Comment</key> + <string>Show individual volume slider for voice, sound effects, etc</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>max_texture_dimension_X</key> + <map> + <key>Comment</key> + <string>Maximum texture width for user uploaded textures</string> + <key>Persist</key> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>2048</integer> + </map> + <key>max_texture_dimension_Y</key> + <map> + <key>Comment</key> + <string>Maximum texture height for user uploaded textures</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>2048</integer> + </map> + <!-- End of back compatibility settings --> </map> </llsd> diff --git a/indra/newview/app_settings/settings_per_account.xml b/indra/newview/app_settings/settings_per_account.xml index dc76a4e518..3ce32a05b0 100644 --- a/indra/newview/app_settings/settings_per_account.xml +++ b/indra/newview/app_settings/settings_per_account.xml @@ -1,26 +1,26 @@ <llsd> <map> - <key>BusyResponseChanged</key> + <key>BusyModeResponse</key> <map> <key>Comment</key> - <string>Does user's busy mode message differ from default?</string> + <string>Auto response to instant messages while in busy mode.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> - <string>Boolean</string> + <string>String</string> <key>Value</key> - <integer>0</integer> + <string>The Resident you messaged is in 'busy mode' which means they have requested not to be disturbed. Your message will still be shown in their IM panel for later viewing.</string> </map> - <key>BusyModeResponse</key> + <key>BusyModeResponse2</key> <map> <key>Comment</key> - <string>Auto response to instant messages while in busy mode.</string> + <string>Auto response to instant messages while in busy mode, clean (unencoded) version of BusyModeResponse</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>String</string> <key>Value</key> - <string>The Resident you messaged is in 'busy mode' which means they have requested not to be disturbed. Your message will still be shown in their IM panel for later viewing.</string> + <string>|TOKEN COPY BusyModeResponse|</string> </map> <key>InstantMessageLogPath</key> <map> @@ -99,17 +99,6 @@ <key>Value</key> <integer>1</integer> </map> - <key>VoiceEffectDefault</key> - <map> - <key>Comment</key> - <string>Selected Voice Morph</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>00000000-0000-0000-0000-000000000000</string> - </map> <!-- Settings below are for back compatibility only. They are not used in current viewer anymore. But they can't be removed to avoid diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 00083eb6b3..085ffddeec 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -10,7 +10,7 @@ uniform sampler2D diffuseMap; void main() { - gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); - //gl_FragColor = vec4(1,1,1,1); + //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); + gl_FragColor = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 155f03fdcf..01d18cdcde 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -282,12 +282,13 @@ void main() { // the old infinite-sky shiny reflection // - vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnorm, vary_light.xyz); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; // screen-space cheap fakey reflection map // + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; @@ -298,22 +299,30 @@ void main() // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + float checkoffset = 1.0 + (7.0*(1.0-spec.a))*(checkerboard-0.5); + ref2d += vec2(checkoffset, checkoffset); ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point + // Get attributes from the 2D guess point. + // We average two samples of diffuse (not of anything else) per + // pixel to try to reduce aliasing some more. + vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + + texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); // darken reflections from points which face away from the reflected ray - our guess was a back-face //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point - float reflit = max(dot(refn, lightnorm.xyz), 0.0); + // get appropriate light strength for guess-point. + // reflect light direction to increase the illusion that + // these are reflections. + vec3 reflight = reflect(lightnorm.xyz, norm.xyz); + float reflit = max(dot(refn, reflight.xyz), 0.0); // apply sun color to guess-point, dampen according to inappropriateness of guess - vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + float refmod = min(refapprop, reflit); + vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; vec3 ssshiny = (refprod * spec.a); // add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 922a07c306..2982cd3e09 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -281,12 +281,13 @@ void main() { // the old infinite-sky shiny reflection // - vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnorm, vary_light.xyz); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; // screen-space cheap fakey reflection map // + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; @@ -297,12 +298,16 @@ void main() // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + float checkoffset = 1.0 + (7.0*(1.0-spec.a))*(checkerboard-0.5); + ref2d += vec2(checkoffset, checkoffset); ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point + // Get attributes from the 2D guess point. + // We average two samples of diffuse (not of anything else) per + // pixel to try to reduce aliasing some more. + vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + + texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; float refshad = texture2DRect(lightMap, ref2d).r; vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was @@ -311,9 +316,13 @@ void main() //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant // get appropriate light strength for guess-point - float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad); + // reflect light direction to increase the illusion that + // these are reflections. + vec3 reflight = reflect(lightnorm.xyz, norm.xyz); + float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); // apply sun color to guess-point, dampen according to inappropriateness of guess - vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + float refmod = min(refapprop, reflit); + vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; vec3 ssshiny = (refprod * spec.a); // add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 04c9a4d19a..46db3c990c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -41,6 +41,9 @@ uniform vec2 proj_shadow_res; uniform float shadow_bias; uniform float shadow_offset; +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -75,7 +78,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; - stc.z += shadow_bias*scl; + stc.z += spot_shadow_bias*scl; float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; @@ -86,8 +89,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); - - + return shadow/5.0; //return shadow; @@ -114,7 +116,10 @@ void main() float shadow = 1.0; float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); + vec3 shadow_pos = pos.xyz + displace*norm; + vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + + vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); if (spos.z > -shadow_clip.w) { @@ -176,13 +181,15 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = 1.0; + spos.xyz = shadow_pos+offset*spot_shadow_offset; + //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x; + gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x; + gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8); //gl_FragColor.rgb = pos.xyz; //gl_FragColor.b = shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index d77d17942a..a0dfc96f14 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -40,6 +40,9 @@ uniform vec2 proj_shadow_res; uniform float shadow_bias; uniform float shadow_offset; +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; + vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -134,7 +137,7 @@ float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; - stc.z += shadow_bias*scl; + stc.z += spot_shadow_bias*scl; float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; @@ -173,7 +176,10 @@ void main() float shadow = 1.0; float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); + vec3 shadow_pos = pos.xyz + displace*norm; + vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + + vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); if (spos.z > -shadow_clip.w) { @@ -235,13 +241,15 @@ void main() gl_FragColor[0] = shadow; gl_FragColor[1] = calcAmbientOcclusion(pos, norm); + spos.xyz = shadow_pos+offset*spot_shadow_offset; + //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x; + gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x; + gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8); //gl_FragColor.rgb = pos.xyz; //gl_FragColor.b = shadow; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index ddd69befc3..e1e035411b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -284,12 +284,13 @@ void main() { // the old infinite-sky shiny reflection // - vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(refnorm, vary_light.xyz); + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnormpersp, vary_light.xyz); vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; // screen-space cheap fakey reflection map // + vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz)); depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; @@ -300,12 +301,16 @@ void main() // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + float checkoffset = 1.0 + (7.0*(1.0-spec.a))*(checkerboard-0.5); + ref2d += vec2(checkoffset, checkoffset); ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point + // Get attributes from the 2D guess point. + // We average two samples of diffuse (not of anything else) per + // pixel to try to reduce aliasing some more. + vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + + texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb); float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; float refshad = texture2DRect(lightMap, ref2d).r; vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was @@ -313,10 +318,14 @@ void main() // darken reflections from points which face away from the reflected ray - our guess was a back-face //refapprop *= step(dot(refnorm, refn), 0.0); refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant - // get appropriate light strength for guess-point - float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad); + // get appropriate light strength for guess-point. + // reflect light direction to increase the illusion that + // these are reflections. + vec3 reflight = reflect(lightnorm.xyz, norm.xyz); + float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad); // apply sun color to guess-point, dampen according to inappropriateness of guess - vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + float refmod = min(refapprop, reflit); + vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; vec3 ssshiny = (refprod * spec.a); // add the two types of shiny together |